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Messages - Meridian

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16
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 01:30:32 pm »
He's not talking about things, which happen once in a century and need an army of debuggers to be found.

There are dozens and dozens of changes in BAI, which change the core mechanics of the game and there's no way to turn them off.
That's what the discussion is about.

But to stay ontopic:
I spent a minute reading some recent commit names, and easily found a concrete example for you related to this thread: https://github.com/Xilmi/OpenXcom/commit/7d92ed64eaaf16f8738f5ec2ce932c962913e686

Huge change, no option to turn it off. One of many.

17
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 03:52:39 pm »
This algorithm is implemented since the beginning of OpenXcom.

I will try your save over the weekend to see if there are any unexpected effects/bugs.

But if the behavior in OXCE 7.12 is the same as in the older OXCE versions and in OXC, then it will not be changed (and it will also not be configurable).

(If there is a bug compared to earlier versions, it will of course be fixed.)

18
OXCE Bugs / Re: Zigzag?
« on: April 11, 2024, 11:47:19 pm »
Extracted into a separate thread.

If somebody can provide a video, or a save or any kind of evidence, I'd appreciate it.
(Otherwise I have no idea what this is about.)

19
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2024, 09:46:43 pm »
A mod directory is created by OpenXcom (also by OXCE) when you install it and run it for the first time.

You don't need to do ANYTHING manually.

Just go to Options > Folders and click on the displayed "user folder" to open it.

That's it.

20
Suggestions / Re: TFTD - dye grenades
« on: April 10, 2024, 10:36:22 am »
Yes, we are bad people.

OpenXcom is totally not worth your time, we destroyed xcom beyond repair.

It will be best if you stop playing OpenXcom and return back to the true original.

Edit: PS: https://www.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)#Battlescape_Bugs

21
OXCE Bugs / Re: Zigzag?
« on: April 10, 2024, 09:51:11 am »
Meridian, What did you do that caused the units to zigzag as they run?  How to get rid of this?

You really believe I can do anything based on this description?

I don't see units zigzagging...

...if you want me to have a look at this, provide some actual evidence please:
- OXCE version number
- mod version number
- save game
- which unit should I look at (or a short video?)
- etc.

22
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 07:37:41 pm »
This sounds like a rather dogmatic anti-automation-position to me. :o

Why?
I'm all for automation of mindless tasks which don't need decision-making.
I made tons of automation features myself.

23
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 06:12:39 pm »
Are you talking about vanilla like game/mods or complete game redesign? This feature is for vanilla grenade/item set where you have only those listed in shortcuts.
This is pretty useless to argue how bad it would behave in some other game with different item set.

Of course I'm talking about mods.
And Bonakva is obviously also talking about mods (there's no stun or disarming grenades in vanilla).

24
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 04:42:26 pm »
OMG. It is amazing.
The only reason I rarely used grenades is the sheer amount of action to just throw a single grenade. This innovation opened up a whole layer of gameplay for me. Thank you.

About 1-2 seconds. Absolutely tragic time loss :)

It takes a lot more time (and brain) to choose which grenade, or which medikit you want to use.
Bandages? Healing spray? First aid kit? Healing gel?
And take it from a belt? Or quick draw slot? Or Backpack?

Automated decision is never a good decision... so what "innovation" and what "layer"?

25
Brutal AI / Re: "Facility In Use" message without detail
« on: April 05, 2024, 02:54:32 pm »
renamed

26
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 04, 2024, 04:25:20 pm »
Version 1.0 is up.
Changelog:
- Added new race: elves, with their own items and missions.
- More QOL ufopedia articles;
- Bugfixing and balancing;
- Mod is finally complete, maybe will be some bugfixes if needed.

Congratulations on 1.0 !!

I hope I can find some time this year to give this mod a try.

27
Extracted into a separate thread.

28
Removed offtopic posts.

Todolisted.

29
No, we agreed 3 when this was implemented.
(That's the maximum without making the window bigger and uglier... both because it would have a different size than the window(s) behind it and because it would steal space from the other parts of the UI, the empty space there serves an important visual/aesthetic role)

Also, next time you'd want 5, then 6, then 7...
Less is more.

30
I'm getting the "Facility In Use" message without any reasons when trying to remove a base facility...

OXCE shows a reason, see screenshot.

If BAI doesn't, please report to BAI subforum, not here.

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